#19 Added by Placio 9 years ago Report | Quote
Edited 2 times | Last edited by Placio (9 years ago)
#20 Added by Bitttymacod 9 years ago Report | Quote
Last edited by Bitttymacod (9 years ago)
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#21 Added by Placio 9 years ago Report | Quote
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#23 Added by Placio 9 years ago Report | Quote
#24 Added by Bitttymacod 9 years ago Report | Quote
I'm not sure what analysis you did, but the craft actions are independent. In essence if your success rate is 5% than you have a 95% degrade chance on every item, even if you make a million, and because the actions are independent you will have much lower than 5% on average.I'm not sure you analysis of high levels should be applied to overcrafting; if overcrafting you gain 1.6% for every skill level you get closer to your action level- under your levels hypothesis this would give 1.6x the amount of points stated by the scrolls and craft window. However if the crafter's level is above their action level they only get 0.5% for every level above- this might explain you lower observations, or it was just random.Finally, scrolls are not some rare thing. they are pretty easy to replace. and the 'minor' xp improvements can add up, because a boost of 8 or 10% might not get you your full action q but will increase the q of the majority of degrades.
#25 Added by Placio 9 years ago Report | Quote
#26 Added by Bitttymacod 9 years ago Report | Quote
No Bittty, independent means action 1 is 5% chance, action 2 is 5% chance, etc. Even if you get 999,999 fails in a row the next action still only has a 5% chance of success.
So if your success is lower than 50% you will tend to fail more than each action failure rate, and if the rate is above 50% you will tend to succeed more than the rate would suggest.
I finally found Dao's post, and she concluded that scrolls are working properly now. You levels hypothesis is accepted by a few the know the game code better than me, so I'll go with it. But that would make scrolls even more valuable to over crafters because it is 1.6 percent additional success for each skill level approaching the action level.
#27 Added by Placio 9 years ago Report | Quote
If we were attempting to evaluate what the true chance of success was by measuring data and we had that result, our best estimate would be that the chance of success was one in a million.
Placio (atys)So if your success is lower than 50% you will tend to fail more than each action failure rate, and if the rate is above 50% you will tend to succeed more than the rate would suggest.False, because if it were true it would mean that the measurements were not independent. What you are saying is equivalent to saying that since I get an 85% chance (as reported) to successfully make a single jewel, that my overall rate of creating jewels should be *more* than 85%.
Once again, you assert "value". I once again assert that if the "value" is decreased time and mats to master rank, that the value is there, but that it is small.
#28 Added by Rubiksmomo 9 years ago Report | Quote
It's true that individual actions are very random, but I think Bitty is right about the larger data having average closer to the chance.
You can try this out in a spreadsheet. Add a small amount of random numbers between 0-1. The average is probably not very close to 0.5 (the middle point). Now start adding more random numbers and you will see the average getting closer to 0.5 more often.
So I think you can calculate the chance if you have enough data. What is enough data? Depends on the chance, if the chance is smaller you need more data.
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#29 Added by Gidget 9 years ago Report | Quote
It's true that individual actions are very random, but I think Bitty is right about the larger data having average closer to the chance.You can try this out in a spreadsheet. Add a small amount of random numbers between 0-1. The average is probably not very close to 0.5 (the middle point). Now start adding more random numbers and you will see the average getting closer to 0.5 more often.[p]So I think you can calculate the chance if you have enough data. What is enough data? Depends on the chance, if the chance is smaller you need more data.
How much data you need also depends on how the Random Number Generator works. For instance, taking one regular six-sided die, the RNG most people are familar with, will give you numbers between 1 and 6 with a pretty even distribution that gets closer to 16.66...% as you add more data points. However, taking two six-sided dice to get random numbers between 2 and 12 will yield a V-shaped curve with the odds of getting a sum of 7 being equal to the combined odd of getting 2,3,11 and 12 combined; of the thirty-six possibilities, six yield a 7 while 2 and 12 only have one possibility each while 3 and 11 each have two, and (1+2+2+1)=6.
So how many data points are needed kind of depends on how many "dice" are used. One gives a linear distribution with equal chances of each result, two results in a V-curve, using three or more is a bell curve. In the event of a curve (V or bell), the center will be halfway between the high end low limits of the range. Usually rolling a number of times equal to twice the number of possible outcomes will tell you whether it's a single "die" or multiple "dice", but to get a reasonably accurate curve you need a number of samples at least three times the total number of possibilities, an number which increases exponentially as teh number of "dice" increases. For 2d6 with thirty-six possible outcomes, about a hundred data points will be pretty accurate since (3*36)=108, but 3d6 has two-hundred-and-sixteen possible outcomes, meaning over six hundred data points would be required for reasonable accuracy.
The real question then is who (if anyone) has the free time and desire to do the research to make a spreadsheet. I may be a numbers geek, but even I have limits to how much statistics I'm willing to do so it wouldn't be me! Maybe Bittty....
Last edited by Gidget (9 years ago)
#30 Added by Bitttymacod 9 years ago Report | Quote
#31 Added by Placio 9 years ago Report | Quote
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#33 Added by Bitttymacod 9 years ago Report | Quote
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